Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

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Fleet Engagement Mission Objective Your forces have found the enemy and they are yours! Man battle stations, clear for action!!! Mission Special Rules None Set Up velocity up to three times their thrust or 8 for ships with only a thrust of 2. Winning The player who inflicts the most losses on his opponent wins. Ships that disengage, either by FTL or leaving the board, are worth 100% of their points to the enemy. Ship Damaged: Ship has some of the boxes in the first row checked off but less than two rows. 25% of points (round down) Ship Crippled: ship has at least the first two rows of hull boxes checked off OR has no offensive weapons (expendables do not count), OR has no Fire Controls remaining OR has no Thrust remaining 50% of points (round down) Ship Destroyed: totally obliterated- worth 100% of points. Ships still under cloak at end of game count as destroyed. Ship Captured: ships that are boarded and captured in any condition are worth 200% of their points. Game Length 6 rounds or 90 minutes Both players Roll a die. The player with the lowest roll sets up his largest Mass ship. The player with the higher roll then sets up his largest Mass ship. Placement alternates back and forth with each player placing their next smallest ship. Fighters and gunboats with FTL are deployed last. Ships may start with a

Chance Meeting Engagement Set Up Mission Objective Your forces have been scouting for the enemy for days and have finally detected an enemy task force on long range sensors. You must get as many fleet units as you can and destroy him before he can do the same. Mission Special Rules Delayed Reserves: Ships in Delayed Reserve begin the game off the table. Starting at the beginning of turn 3, before orders are written, the player rolls a D6. On a roll of 5 or 6 he may bring in one reserve ship. On subsequent turns he rolls an additional die so turn 4 two dice would be rolled and turn 5 three dice. Each roll of 5 or 6 allows you to bring one ship. Random Entry: Ships brought in from reserve arrive in a random location. Roll a D6 for each ship. On a 1 or 2 the ship arrives in the left corner of the player s deployment zone, a 2 or 3 it arrives in the center and on a 5 or 6 it arrives in the right corner. Players may position their ships up to 4 along the edge of the map from those points. Ships arrive at a speed of double their Thrust or 8, whichever is greater. Both players divide their fleets in half. One half deploys on the table, speed 8, the other starts in Delayed Reserve. The largest ship in the players fleet must be one of the ships to start in Delayed Reserve. Winning The player who inflicts the most losses on his opponent wins. Ships that disengage, either by FTL or leaving the board, are worth 100% of their points to the enemy. Ship Damaged: Ship has some of the boxes in the first row checked off but less than two rows. 25% of points (round down) Ship Crippled: ship has at least the first two rows of hull boxes checked off OR has no offensive weapons (expendables do not count), OR has no Fire Controls remaining OR has no Thrust remaining 50% of points (round down) Ship Destroyed: totally obliterated- worth 100% of points. Ships still under cloak at end of game count as destroyed. Ship Captured: ships that are boarded and captured in any condition are worth 200% of their points. Game Length 6 rounds or 90 minutes

RAID ON A REPAIR DEPOT Mission Objective The attacker makes a deep strike into the enemy s territory, in an attempt to destroy a fleet that is undergoing repairs at a Repair Depot. The attacker must destroy as many of the enemy ships as possible, p l u s a l l t h e d o c k s, before the defending fleet gets battle ready. Defender must attempt to inflict as many losses on the attacker as possible, while defending vital ships. The attacker s ships may not attempt to escape the battle before round 10. Nova Cannon may not be used by the players. Mission Special Rules Slumbering Ships, Some of the defenders fleet starts with their engines powered down. They may not move, use offensive weapons, screens or launch fighters until the engines are running. They may use PDS/ADF as normally. Before the start of each of defenders turn, roll a dice for each ship. When a ship s cumulative total have reached 10, it may move and fight as a normal ship. Damaged ships, - Part of the fleet has recently returned from battle and is under repair. The ships start the game with some battle-damage; roll 2D6 for every 300 pts of the ship. If the result is a type of equipment the ship do not have, reroll the die. After the game has started, the ships may roll for repairs normally. 2 Screen or 2D6 Armor if no Screens 3-5 Battery. Roll randomly for all class batteries. Damaged on a roll of 6 6-7 Missile. Roll randomly for missiles or magazine 8-9 PDS/ADF/ADS/Scatter Pack 10-11 Fighter bay 12 Fire control system Repair Depot Units may not disengage. Defensive Units The defender may spend an additional 300 points on NON-FTL defensive units which may include up to 8 mines at 5 points each. These are standard explosive mines. Setup Find out who the attacker is and who the defender is by rolling a die. High roll is attacker. The attacker starts the game with 1500 points. The defender has 1500 points, of which 400 pts is patrolling while the remaining 1100 pts, is Slumbering Ships and Battered Ships. The defender may use a n a d d i t i o n a l 3 00 pts on defensive stations. Starting with The defender, each player places 1 repair dock until all 3 are placed. The defender then places all the Sleeping/Battered Ships docked or within 4 of the docks. All the docks must have at least one ship within 4. Defensive stations/ships (Speed 4) may be set up anywhere except within 6 the attackers deployment area. The attacker places his entire fleet in his deployment zone (speed 8). Finally the defender places his patrolling ships in his deployment zone (speed 6). The map is fixed and does not float. Winning The winner is the player who has inflicted most losses on his opponent. The attacker gets a n a d d i t i o n a l 100 points for destroying each Repair Facility. The attacker cannot win unless the docks are destroyed. Only destroyed ships count for VPs. Ship Destroyed: totally obliterated- worth 100% of points. Attacking ships that lose their FTL by games end count as destroyed. Ships under cloak at end of game count as destroyed. Ship Captured: ships that are boarded and captured in any condition are worth 200% of their points. Game length 6 rounds or 90 minutes

REPAIR DEPOT SSDs Forge Class Mobile Dry Dock Repair Frame Fleet Repair Collier NOTE: If your fleet uses shields do not use the armor boxes. If it does not use shield than use the armor boxes and not the shields.

SUPPLY POINT ASSAULT Setup Mission Objective Attacker must attempt to destroy 1 fuel depot and 3 fuel carriers, with as little loss to his own forces as possible. Defender must prevent this, while inflicting as many losses on the attacker as possible. Nova Cannon may not be used by the players. Mission special rules Solar Wind The battle takes place near a sun, pulsar or other highly hazardous region of space. Solar wind and radiation tend to make sensor readings unpredictable and lessen a fighter s effective range, due to overheating and strain on the pilots. Also ships cannot use FTL drives to escape battle, but must escape by a tableedge. Before setup one of the players rolls a die to see from where the solar wind comes from. Ships that are between the sun table edge and a firing unit, counts as having a level of Screen. The bonus is cumulative with existing screens (max of 2). Each fighter unit starts the battle with 4 in Fighter Endurance. Slumbering Ships, Some of the defenders fleet starts with their engines powered down. They may not move, use offensive weapons, screens or launch fighters until the engines are running. They may use PDS/ADF as normal. Before the start of each of defenders turn, roll a dice for each ship. When a ship s cumulative total have reached 10, it may move and fight as a normal ship. Find out who the attacker is and who the defender is by rolling a die. The defender gets 3 fuel carriers and the depot free. The defender arranges terrain as he sees fit. It is suggested that 4-6 line of sight blocking terrain be utilized. The defender places the fuel depot 8 from his edge. Starting with the defender, players alternate placing the fuel carriers within 4 of the depot, but no closer than 8 from the defender s edge. The fuel carriers start the game as Slumbering Ships. Both players form their fleets into fleet-groups as they wishes. The players deploy their ENTIRE fleets, starting with the defender. Winning The winner is the player who has inflicted the most losses on his opponent. The attacker gets 200 pts for destroying the Fuel Depot, and 100 pts for each Fuel Carrier. The defensive player may try to save the fuel carriers by leaving a table-edge (the solar-wind prevent exact FTL navigation). The defender gets 200 pts for every carrier that escapes. The fuel-depot cannot move. Game Length 6 rounds or 90 minutes. Defensive Units Up to 25% of defenders fleet may consist of ships with no FTL ability. They cannot escape from combat, and in the case of defeat they are lost.

FUEL DEPOT FUEL CARRIERS

Sector HQ attack Mission Objective Attacker must attempt to destroy a Sector HQ command station, with as little loss to his own forces as possible. Defender must prevent this, while inflicting as many losses on the attacker as possible. Mission special rules Defensive Units Up to 25% of defenders fleet may consist of ships with no FTL ability. They cannot escape from combat, and in the case of defeat they are lost. Reserves: Ships in Reserve begin the game off the table. Starting at the beginning of turn 3, before orders are written the Defender may place on his board edge the two fastest ships in his reserve fleet. The next turn he may place the next fastest two and so on until all ships are deployed or the game is over. Setup The HQ command station, is free. The station is equipped with either standard or interceptor fighters. Players choice. The defender first places the HQ command Station 12 from one short table edge. This will be his home edge. Terrain should be minimal with perhaps only one planet that the station is in orbit around. The players then deploy their fleets one ship at a time, starting with the defender. The Defenders ships are placed within 6 of the station, speed 6, and the Attackers are placed within 6 on his starting table edge, speed 10. The HQ command station cannot move. Winning The winner is the player who has inflicted most losses on his opponent. The attacker gets a n a d d i t i o n a l 3 00 points for destroying Sector HQ. The attacker cannot win unless the station is destroyed. Only destroyed ships count for VPs. Ship Destroyed: totally obliterated- worth 100% of points. Attacking ships that lose their FTL by games end count as destroyed. Ships under cloak at end of game count as destroyed. Ship Captured: ships that are boarded and captured in any condition are worth 200% of their points. Game length 6 rounds or 90 minutes Find out who is the Attacker and who is the Defender by rolling a die. The attacker starts the game with 1500 pts. The defender has 1500 points, half of which begins the game off the table in Delayed reserve.

Sector Headquarters SSD

SECRET MISSION MISSION OBJECTIVE To claim Victory you must complete your objective and prevent your opponent from completing his. It is very possible for both players to win or lose. War is hell! EXAMPLE MISSION SPECIAL RULES None but may vary depending on mission SET UP This scenario is best played on a 4x6 table. Each player will need two objective markers. These may be small space station models, asteroid stations, moons, planets or anything the player desires. The only restriction is they are no larger than 3 in diameter. Each marker counts as having a gravity field of 3 as if it were a planet and will block Line of Sight. Players alternate placing one marker in their side of the table and one on their opponent s side of the table. No marker may be closer than 12 to a table edge and no closer than 12 to another marker or within 3 of terrain. Markers do not block line of sight nor do they effect movement unless you are going into orbit (see below). Players will also need 4 civilian or non-combatant ships. After markers are set up each player rolls a D10 secretly for their mission on the following chart. Do not tell your opponent what mission you have rolled or how many points you are spending unless dictated by the mission. All ships begin the game with a velocity of double their thrust and are set up within 6mu of their table edge (long edge). Roll D6 to see who sets up first. 1- PLANETARY BOMBARDMENT You may use up to 900 points to build your fleet. The fleet must include at least two ships of 60-90 mass. One of these ships must make orbit around one of the objectives and focus all of its available weapons on that planet in the Ship Fire Phase. If the ship is not destroyed by the end of the turn you may claim victory. 2- COMMANDO RAID You may use up to 800 points to build your fleet. Designate one ship in secret to carry the commando team. To claim victory that ship must orbit one of the objective markers during the movement phase. If the ship is not destroyed it automatically sends the team to the objective in the End Phase of the turn. 3- SPACE SUPERIORITY You may use up 1,250 points to build your fleet. No more than half may be used on ships larger than 100 mass. To claim victory you must completely destroy (or capture) every enemy ship by turn 9. Enemy ships escaping by leaving the map or FTL count as destroyed. Any enemy ships still under cloak by the end of turn 9 count as destroyed. You forced them into hiding! 4- CONVOY ESCORT You may use up to 1,000 points to build your fleet. No more than half may be used on ships larger than 100 mass. You also receive 4 freighters for free. To claim victory two of the freighters must survive to the end of turn 6.

5- HOLDING ACTION You may use up to 900 points to build your fleet. No more than half the points may be used on ships larger than 100 mass. Cloaking Devices of either type will not function. Your mission is to delay the enemy in this area for as long as possible. Keep at least one ship alive with a functioning FTL and Bridge for 9 turns to claim victory. 6- MORAL VICTORY You may use up to 800 points to build your fleet. No more than 500 points may be used on ships larger than 100 mass. To claim victory you must destroy the largest ship in the enemy fleet before turn 6 7- DESTROY ALL CARRIER AND FIGHTER ASSETS You may use up to 1,000 points to build your fleet. No more than half may be used on ships larger than 100 mass. You also receive 4 freighters for free. To claim Victory you must destroy all enemy fighters and ships with two or more hangar bays. Fighters that have run out of fuel or ordinance and have no hangar bay to land in count as destroyed. If the enemy does not field any ships that have two or more hangar bays then destroy the largest ship in the enemy fleet before turn 6 8- DENSE NEBULA You may use up to 600 points to build your fleet and may not include ships larger than 100 mass. After you and your opponent have made your fleet lists announce that the game will be played in a nebula. Because of the nebula all fighters begin the game with only 3 points of fuel and squadrons will take D3 points of damage at the end of the Fighter Movement Phase. All missiles will only lock on with a D3 rather than the normal D6. To claim victory you must destroy 3 enemy ships. 9- PLANETARY BASED FIGHTERS You may use up to 1,000 points to build your fleet. No more than half may be used on ships larger than 100 mass. Plus you receive 2 standard fighter squadrons that are based on an airfield at one of the objective markers, on your side of the table. The objective is considered to have two hangar bays and one launch tube/flight deck. You must designate which objective in writing has the airfield but you do not need to reveal which one until you launch them. To claim victory you must destroy the two largest enemy ships. If the enemy has the convoy or nebula mission you need not destroy the two largest ships but must prevent him from achieving his mission. If more than two ships are equally the largest then you must note in writing which two are your targets. 10- GET THE DIPLOMATIC STAFF HOME War has been declared and you evacuated your embassy on the enemy s home planet. You may use up to 800 points to build your fleet. No more than 500 points may be used on ships larger than 100 mass. Designate one ship to be carrying the Diplomatic Staff. This ship must escape off the opposite board edge for you to declare victory. Rules for making planetary orbit. For the purposes of this mission a ship may enter planetary orbit (objective orbit) by the following rules: Ships desiring to make orbit must be travelling at a thrust no greater than 8 and no less than 6. Their course must also bring them within 3 of the objective but no closer than 2. That is the 3 gravity well mentioned earlier. If the ship is beyond the 3 it will go past the objective and not make orbit. If it is closer than 2 it will be caught in the gravity well and crash (ie it is destroyed). Remember all measurements are taken from the model s stem. Good luck!!! VICTORY The player that satisfies their victory conditions first wins.

Freighter SSDs

Sink the Beanstalk By: Dan Ibekwe attackers choice. Beanstalks, or Space Elevators, are huge tethers, stretching from a planet's surface all the way out to geostationary orbit (GEO) (in fact, a bit further to a counterweight asteroid positioned alightly further out to keep the tether taut). Cable cars essentially vertical trains run up and down the tether to a space station at GEO, providing very lowcost access to orbit (albeit quite slow it takes several days for each train to complete the journey). Beanstalks are of huge economic importance to planets that possess them and of great interest to their enemies. Setup, The Beanstalk : The defender places an Earth-like planet (~6MU in diameter) on the centreline of the table 24MU away from one short edge. The attacker now places a piece of cord (or model)etc, representing the beanstalk extending ~18MU from the planet's surface in any direction desired (he can choose his direction of approach). Place a counterweight asteroid at the end of the tether and the orbital station on the tether 10-18MU from the planet. Set Up, Defending Forces: The defender has 750 points of ships total. No ship may exceed 300 points. He starts with 250 points of ships on the table with the rest in reserve. All ships start at speed zero and may either be in orbit or docked at any point along the Beanstalk. Set Up, Attacking Forces: The attacker has 500 points of ships none of which may be larger than 300 points. All attacking ships are deployed anywhere in the attackers deployment zone. All ships begine with a speed up to three times their thrust rating at a heading of the Special Rules: Defender s Reserves: At the end of each turn the defender rolls one D6 and keeps a running total. The smallest reinforcing ship arrives when the total reaches or exceeds 7, the next when it reaches or exceeds 14, the largest when it reaches or exceeds 21. Each turn after the first add a +1 to the die roll (so +1 on turn 2, +2 on turn 3 etc). These ships enter the table from a random (D12) direction from the planet at a speed three times their thrust. The Beanstalk: Beanstalks are very difficult targets they radiate and reflect very little energy and absorb little damage from weapons fire. They may not be targeted by missiles of any kind, scatterguns or MKPs. Only Direct Fire Weapons may target them and the only from 6MU or less. The Beanstalk requires 32 points of damage to cripple and 64 points to destroy. Victory: Compare both side's losses in CPV. If the Beanstalk has received no damage, the Defenders have won and receive a bonus of 200 points. If the Beanstalk has taken 32 to 63 points, the attackers receive a bonus of 100 points. If the beanstalk has taken 64 or more points damage, it collapses, causing immense damage on the ground and crippling the planet's economy for several years. The attackers have won and receive a bonus of 1,000 points. Any other result is a draw.

Game Length: 12 turns